Dead State - Interview @ IndieRPGs.com

You’ve spoken in interviews about some of the mechanics that will feature in combat: among them, the need to keep quiet to avoid attracting zombies, the need to stay out of zombies’ line of sight if they do show up, the need to deal with infections, and the fact that allies sometimes ignore your orders. On a more nuts-and-bolts level, however, how would you describe the combat system? Does it use action points? Initiative-based turn order? Are there targeted shots or manual weapon reloading?
Action points are for taking actions (weapons, thrown items, medical items, reload) and movement. Initiative is derived from the perception and then agility, with the player always having the advantage in a tie. There aren’t specific targeted shots, but there are special attacks and weapon modes that can be used to gain tactical advantage. Overall, we want to emphasize functionality over raw power/level advantage in combat. You can have a lot of points in a skill, but if you’re using a weapon purely to spam the basic attack, you’re probably not going to gain the upper hand. It takes delicate balance of squad weapons and armor to come out ahead.

Their Kickstarter is now at 94%, less than $9000 away from being funded. Should be fully funded in a day or two, after a little more than half the time. Not a runaway sussess like Wasteland 2, but still very good. I am curious about their further stretch goals - they want to announce them once they reach their funding goal.

But, $150,000 is a minimum, which is why we want to shoot higher than that – much higher. It will give us the funding we need to hire on extra people and immediately start working on post-release support and content updates for Dead State.